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A big thank you to @jdaster64 and @DeadSyntaxdev for their work on the previous classic physics PRs, as without them I would not have been able to pull the values used in those PRs and recreate them at all. - Implements CLASSIC_PARAMETERS, an alternate set of parameters to PHYSICS_PARAMETERS which is utilized based on your current Physics Behavior setting. - The values used in CLASSIC_PARAMETERS were lifted from #646, but they may need more tweaking. - Implements a setting under Difficulty for Physics Behavior, with options for Modern and Classic (the default being modern) - Many, many new physics parameters. - Jump Speed, Jump Gravity and Fall Gravity are all split up into Idle, Walk and Run variants based on your current speed. - Those thresholds have their own parameters, being "Jump Walk/Run Threshold" - Implemented "Classic Bounce Behavior" which replicates the original SMB's bounce mechanics when active, disabling the ability to bounce higher on enemies unless you have upwards velocity. - Implemented "Skid Stop Threshold", used for determining when the game considers your velocity low enough to stop you from skidding. - Implemented "Can Instant Stop Skid", which implements the classic SMB behavior of setting your velocity to 0 if the player's speed is low enough while skidding (determined by Skid Stop Threshold) - Implemented "Lock Air Accel", which implements the classic SMB behavior that prevents the player from surpassing walking speed while in the air when enabled (unless they're jumping off of a trampoline) - Split up "Air Accel" into "Air Walk/Run Accel", which do exactly what they sound like they do. - Implemented "Can Backwards Accel Run", which when disabled implements the classic SMB behavior of using your air walk acceleration at running speed while backwards accelerating. - Implemented "Air Backwards Accel Mult" which controls a multiplier linked to your acceleration while moving backwards, which is ported behavior from classic SMB. - Split up "Climb Speed" into variants for "Climb Up/Down Speed" which work exactly how you think they do. (Note: Climbing down in the original SMB is far faster, which is why this is here. I tried my best to eyeball the speed, change it however you want, though.) - Implemented "Swim Decel" which does exactly what it sounds like it does. - Renamed a few parameters to be more accurate (namely "Bounce Height" to "Bounce Speed", "Power State Range" to "Power Tier Range", etc. - New projectile parameters. - Rework of the "destroy on hit" param into its own "pierce count" parameter against enemies, with negative values serving as infinite pierce. - New hitrate parameter, to grant piercing projectiles a cooldown rate to hit the same enemy multiple times (i.e. SMB3 Hammer Suit hammers,) with negative values serving as original behavior to only hit an enemy once in its area. - New move speed cap parameter, which lets you set a minimum and maximum speed a projectile can travel horizontally. - New bounce count parameter, to set a maximum bounce count to prevent a projectile from sticking around for too long. - Removed folder limitation on projectile/particle file pathing. Go wild. (Also, commented a debug print in AudioManager.)
42 lines
1.3 KiB
GDScript
42 lines
1.3 KiB
GDScript
extends AnimatableBody2D
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@export var trampoline_type := "TRAMPOLINE"
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var players := []
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func on_area_entered(area: Area2D) -> void:
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pass
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func _physics_process(_delta: float) -> void:
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for i in $Hitbox.get_overlapping_areas():
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if i.owner is Player and i.owner.is_on_floor():
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if i.owner.spring_bouncing or i.owner.velocity.y < 0:
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continue
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i.owner.velocity.x = 0
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if players.has(i.owner) == false:
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players.append(i.owner)
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$Animation.play("Bounce")
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i.owner.spring_bouncing = true
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for i in players:
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i.global_position.y = $PlayerCollision/PlayerJoint.global_position.y
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func bounce_players() -> void:
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var high_bounce := false
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for player in players:
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if Global.player_action_pressed("jump", player.player_id):
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high_bounce = true
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player.velocity.y = -player.physics_params(trampoline_type + "_SPEED")
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player.gravity = player.calculate_speed_param("JUMP_GRAVITY")
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player.has_jumped = true
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player.has_spring_jumped = true
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else:
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player.velocity.y = -player.calculate_speed_param("JUMP_SPEED")
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if high_bounce:
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AudioManager.play_sfx("spring", global_position)
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else:
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AudioManager.play_sfx("bump", global_position)
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players.clear()
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func on_area_exited(area: Area2D) -> void:
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if area.owner is Player:
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area.owner.spring_bouncing = false
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